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            天行健 君子當(dāng)自強(qiáng)而不息

            Controlling Players and Characters(17)

             

            Resource Management


            Resource management plays a major role in your game. For characters to really get
            anywhere or achieve anything, they may need the aid of the items, spells, and other
            objects you’ve constructed for your game.

            In 游戲中物件的定義與使用 you see how to design your game’s
            items and place those items into a master item list. Now is the time to see what you
            can do with those items.

            Resources also include spells that your game’s characters can learn through the
            course of the game. You read more about spells later in this chapter in the section
            “Magic and Spells,” but for now, here is a glimpse of what resources can do for you.

             

            Using Items


            You’ve already seen how to control items in your game using a character inventory
            control system. If you have played with the CharICS demo, you have noticed the lack
            of function for the Equip and Use buttons. Now is the time to understand just what
            will happen when the functionality is put into place in that demo.

            A character can keep track of whatever armor, weapons, and accessories they can
            equip. Because those equipped items are contained within an sItem structure, you
            can query for the associated modified value (stored as sItem::Value) that is used to
            modify a character’s abilities.

            Say that item 1 is a sword. That sword is defined as a weapon and has a modified
            value of 10. If a character is allowed to equip the weapon (as determined by the
            class flags), the appropriate modified value is added to the character’s attack ability
            value. Tracking which item is equipped can be as simple as storing the item number
            in the character definition. Also, because you want to visually display the
            weapon that a character is holding, you might also load a weapon mesh to attach to
            the character.

            As for using items, that’s just as easy as equipping items. Remember that you predetermined
            what each item can be and what it can do. Say that you have a healing
            potion and your player decides to drink it. Once you have checked the usage
            restriction, you can determine that the healing potion is a healing item, and as
            such, adds the item modifier value to the player’s health points.

             

            Using Magic
             

            Magic spells, much like items, are an essential resource for a player’s survival.
            Magic aids the users in some way; stronger attacks, adding better defenses, and the
            ability to heal are typical magic spell fare. Although spells are not needed, they
            sure do help.

            Magic spells are defined just like items. They have an assigned feature. Some spells
            alter the character’s health, although other spells cause certain status ailments
            (such as Poison). Any character can harness magic; they just need to “know” the
            spell and have the matching mana points to cast it.

            In order for characters to know a spell, they must learn it by working through experience
            levels. You can track learned spells by using the bit flags. You can use a 32-bit
            variable to store known spells, with each bit in the variable representing a specific
            spell. By setting a bit in the variable, the spell is learned. Once a spell is learned, it
            is typically known forever.

            Managing spell usage is just like managing items; by displaying a list of spells known
            by a character, the player can determine which spells to cast when and where.


            posted on 2007-11-14 21:04 lovedday 閱讀(161) 評論(0)  編輯 收藏 引用


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